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#11 | |
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Join Date: Nov 2009
Location: Oregon
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Quote:
Keeping all other variables the same, the Weight Factor for the Holdout Disintegrator is 44. The Pistol has a much longer range (meaning a Medium Focal Array) but this gives it E: 34. The Rifle has a Large Array, and E: 29. Costs are all over the place too. Hmm... I guess I could just say that the Disintegrator technology isn't easily miniaturized, basically cutting in half the damage of smallarms (E: 30 instead of E: 60). Last edited by vierasmarius; 11-26-2011 at 11:45 AM. |
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#12 |
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Join Date: Aug 2008
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I just worked out some of the numbers for plasma guns and found some similar weirdness and inconsistency. While E is pretty stable at low damage values, it gets a little off in the cannon section, and Rb just varies all over the place. The Shots and Cells table is pretty solid, as long as you don't try to incorporate TL 10^ stuff (in which case the numbers looked pretty weird).
E: 8 Rb: 2.5 (arbitrarily because it works for my concept of plasma guns; actual range was between 1.6 and 6.6). Acc: 2/4/8/12 Plasma Shots TL 11^-12^: 1,054 | 4,218 | 16,875 | 67,500 Rcl: 2 Cb: $2,000 Has anyone taken a stab at Ghost Particles or Conversion Beams yet? Also, do you think we would be able to work out the various affliction guns?
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Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. |
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#13 |
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Join Date: Nov 2009
Location: Oregon
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Conversion Beams have identical stats to Disintegrators (with the modifications on UT131).
Ghost Particles have E:10, Rb:6, Acc:3/5/10/15, Shots:14,400 (TL11 C-Cell), Cost:$500/lb. Not sure why the Heavy version is labeled TL12^ instead of TL11^, they have identical underlying numbers. Could be errata. It would be nice to get a spreadsheet that we can just plug these numbers into to get weapon stats. I could throw together something *extremely* simple, but it would be great to see one with drop-down menus and such. (wink wink, ericbsmith) |
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#14 |
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Join Date: Aug 2008
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Link!
It's not as pretty as Eric's spreadsheets, but I won't smooth out the roughness until the functionality is complete. I'd still like to add in the rest of the beam types, sort out some way of doing affliction beams, and add in as many weapon accessories and options as possible.
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Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. |
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#15 |
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Join Date: Jan 2010
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Sniper Laser: A primitive attempt at making laser weapons relevant on the battlefield. Tailored to have similar performance to existing anti-material weapons it fell short on many counts with a much greater load for the soldier, slightly greater size, and somewhat degraded performance at extreme range. Despite these issues and (its hefty price tag) the weapon gained limited popularity in overwatch roles due to incredible accuracy and penetration. An 8x scope (included) came standard.
Code:
Name Damage Acc Range RoF Shots Weight ST Bulk Recoil Cost LC TL9 Sniper Laser 12d(2) burn 12+3 1700/5100 1 12(3) 35/1Ep 12 -8 1 $32000 1 |
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#16 |
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Join Date: May 2011
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I am making a bunch of weapons for Cidi in my space opera campaign. Here are a couple; they use the weight discount given for super-science. It seems to me that if Cidi can fit a sentient brain into their tiny heads, they should be able to take advantage of super-science electronic miniaturization as well.
Code:
Name Damage Acc Range RoF Shots Weight ST Bulk Recoil Cost LC TL10 Cidi Laser Pistol 3d(2) burn 6 36/108 3 12(6) .05/2A 1 -1 1 $20 3 TL10 Cidi Laser Rifle 5d(2) burn 12 330/1000 10 36(3) 0.41/B 2 -3 1 $360 3 |
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#17 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Quote:
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#18 |
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Join Date: Jan 2010
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I like this weapon design the best out of the one's I've seen so far. It's very easy to understand what is going to effect what and tweak the weapons to compensate for a particular idea. The other ones tend to lose me in the math or the physics.
Assault Blaster: The first Assault Blasters were developed as dangerous "range toys" on worlds far outside the civilized galaxy. Paramilitary units operating in close quarters adopted this model as a personal defense weapon, capable of serving in a variety of roles from personal side arm to suppressive weapon. Most home made models are barely controllable (RoF 20!). Uses Beam Weapons (Rifle). Code:
Name Damage Acc Range RoF Shots Weight ST Bulk Recoil Cost LC TL11 Assault Blaster 4d(5) burn 5 150/450 20 35(3) 3.3/2C 6 -3 1 $9200 3 Code:
Name Damage Acc Range RoF Shots Weight ST Bulk Recoil Cost LC TL12 Derringer Mk12 2d(3) burn 3 20/60 3 180(3) .1/1B 1 -0 1 $9200 3 |
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#19 |
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Join Date: Jan 2010
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One more and I promise I'll stop.
Finger of God: Firing an FTL graser beam this tiny accurized rifle is the ultimate weapon for TL12^ assassinations. The integral scope has a targeting program (+2 Skill) included. Particularly skilled assassins can place a beam through a human head a nearly fifty miles. Stories of malevolent AIs applying to power of active targeting to make full use of its tremendous range are, of course, purely mythical. The whole weapon can be disassembled to make it easier to gradually sneak into position. The scope is .5 pounds and Bulk -2, the beam emitter is .6 pounds and Bulk -2, the stock is .4 pounds, collapses down to Bulk -1, and contains no metal parts. An assassin must make a Armory (Beam Weapons)-3 or IQ based Beam Weapons (Rifle)-3 roll or the gun's Acc drops to 10 after being put back together. Code:
Name Damage Acc Range RoF Shots Weight ST Bulk Recoil Cost LC TL12 Finger of God 12d(10) burn sur 14+4 250000 3 8(3) 2/1C 2 -3 1 $10000 3 |
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#20 | |
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Join Date: Nov 2009
Location: Oregon
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Quote:
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| Tags |
| pyramid 3/37, ultra tech, ultra-tech, weapon mods |
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